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The Division 2 - Title Update 10 - Patch Notes

Title Update 10 - Patch Notes

*These are preliminary Patch Notes and changes may still happen until the launch of Title Update 10.
 

New Season – Keener’s Legacy

A new season is almost upon us! Starting on June 23rd, Keener’s Legacy offers 12 weeks of in-game activities and unique rewards. Season 2 brings a new Seasonal Manhunt, new Leagues, a new Global event and new unique rewards, as well as an Apparel Event.
 

New Raid - Operation Iron Horse

The True Sons have taken over a Foundry to develop new weapons and threaten to destroy everything the Division has worked for.
  • New bosses, puzzles and rewards!
  • Level 40 version available on June 30th, followed the next week by the level 30 version.
  • Discovery mode will become available at a later date.
  • Unique Rewards
    • 2 new Exotics
    • 2 new Gear Sets
    • New cosmetic rewards
  • Further details will become available closer to the raid’s release in late June.
 

Balance and Bug Fixes

Title Update 10 is bringing our first large balance pass following the release of Warlords of New York. Beyond the addition of new content, the update focuses on three main aspects mainly game health through bug fixes and balancing, generosity by increasing your chances to receive a high-quality item as loot and increasing overall player power. Scroll down for a full list of bug fixes, balancing changes and gameplay tweaks.
 

Missing Localized Audio

We wanted to inform you about an issue with localized audio that will be present when we launch Title Update 10 and Season 2. While the team was able to work from home to get this update ready, with your help testing the content on the PTS, we unfortunately were not able to record all localized audio content for TU10. With everything going on in the world, our top priority is the well-being of our teams, including our voice actors. Of course, we will start working on recording the missing audio with our partners when it is safe to do so and, in some cases, we were able to get things started already. Adding the localized files to the game as soon as we can in one of our next updates is an absolute priority for the team. This only affects Seasonal content. Operation Iron Horse audio is fully localized.
If you are currently playing with a non-English client, you don’t have to change anything going into Title Update 10. When localized audio is missing you will just hear the English audio instead. Subtitles have been localized and can be activated in the ingame options.
As work continues, we will update you on the progress of the integration here on the forums and on State of the Game.
Thank you and stay safe!
 

New Exotics

SRS Sniper Rifle: Mantis

  • Your scoped view displays additional information about enemies not targeting you
  • Your scoped view highlights enemy weakpoints
  • Headshot and weak point damage against enemies not targeting you amplified by 50%
  • Headshot kills reset the cooldown of the Decoy skill. This bonus will wait until the Decoy goes on cooldown if currently active
 

Mask: Vile

  • Status effects also apply a damage over time debuff for 10s
  • Total damage dealt is equal to 50% of your concussion grenade damage and increased by your status effect attributes
 

Double Barrel Rifle: The Ravenous (Operation Iron Horse)

  • On trigger-pull, fire both barrels at once
  • When fired from the right shoulder, hits add offensive primers, and defensive primers when fired from the left shoulder
  • Hits from one shoulder will detonate all of the opposite shoulder's primers when present
  • When detonated or affected enemy is killed, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s
  • Primer effectiveness is doubled at 10 stacks
 

Magnum Pistol: Regulus (Operation Iron Horse)

  • Headshot kills create a 5m explosion, dealing 400% weapon damage and applying bleed to all enemies hit.
  • High accuracy and base damage
 

New Gear Sets

Eclipse Protocol (Season 2)

  • Core: Skill Tier (Yellow)
  • 2: +15% Status Effects
  • 3: +15% Skill Haste and +30% Hazard Protection
  • 4: "Indirect Transmission" Your status effects now spread on kill to all enemies within 15m and refresh 50% of the duration.
  • Chest talent: "Proliferation" Increases Indirect Transmission range from 15m to 20m and refresh percentage from 50% to 75%
  • Backpack talent: "Symptom Aggravator" Amplifies all damage you deal to status affected targets by 15%
 

Foundry Bulwark (Operation Iron Horse)

  • Core: Armor (Blue)
  • 2: +10% Armor
  • 3: +3% Armor Regeneration
  • 4: "Makeshift Repairs" Whenever you or your shield take damage, 20% of that amount is repaired to both over 15s
  • Chest talent: "Process Refinery" Increases Makeshift Repairs from 20% to 30% over 15s
  • Backpack talent: "Improved Materials" Increases Makeshift Repairs speed from 15s to 10s
 

Future Initiative (Operation Iron Horse)

  • Core: Skill Tier (Yellow)
  • 2: +30% Repair Skills
  • 3: +30% Skill Duration and +15% Skill Haste
  • 4: "Ground Control" Increases you and your allies' total weapon and skill damage by 15% when at full armor
  • When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount
  • Chest talent: "Tactical Superiority" Increases Ground Control damage bonus from +15% to +25%
  • Backpack talent: "Advanced Combat Tactics" Increases Ground Control proximity repair from 60% to 120%
 

New Gear Brand

Walker, Harris & Co.

  • Core: Weapon Damage (Red)
  • 1: +5.0% Weapon Damage
  • 2: +5.0% Damage to Armor
  • 3: +5.0% Damage to Health
 

New Named Weapons

  • Mechanical Animal (SIG 556) with Future Perfection
    • Weapon kills grant +1 skill tier for 19s. Stacks up to 3 times.
    • Weapon kills at skill tier 6 grant overcharge for 15s.
    • Overcharge Cooldown: 90s
  • Harmony (Resolute MK47) with Perfectly In Sync
    • Hitting an enemy grants +20% skill damage for 5s.
    • Using a skill or damaging an enemy with a skill grants +20% weapon damage for 5s.
    • Damage increases are doubled while both buffs are active at the same time.
 

New Named Gear

  • Matador (Walker, Harris & Co. backpack) with Perfect Adrenaline Rush
    • When you are within 10m of an enemy, gain 23% bonus armor for 5s. Stacks up to 3 times.
    • Cooldown: 5s
    • Chainkiller (Walker, Harris & Co. chest) with Perfect Headhunter. After killing an enemy with a headshot, your next weapon hit within 30s deals 150% of that killing blow’s damage in addition to it.
    • Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
 

New Skill Variant

  • Repair Trap
    • The Repair Trap deploys a line of small devices capable of repairing friendlies in their proximity.
    • Note: The Repair Trap will not be available in-game until the Seasonal prime target unlocks in August.
 

New Talents

Weapon Talent: Future Perfect
  • Weapon kills grant +1 skill tier for 15s. Stacks up to 3 times.
  • Weapon kills at skill tier 6 grant overcharge for 15s.
  • Overcharge Cooldown: 90s
 
Weapon Talent: In Sync
  • Hitting an enemy grants +15% skill damage for 5s.
  • Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5s.
  • Damage increases are doubled while both buffs are active at the same time.
 
Backpack Talent: Adrenaline Rush
  • When you are within 10m of an enemy, gain 20% bonus armor for 5s. Stacks up to 3 times.
  • Cooldown: 5s
 
Chest Talent: Headhunter
  • After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it.
  • Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
 

Gameplay Changes

Missions

  • Reduced how many elites will spawn in the following mission:
    • Manning National Zoo
    • Coney Island Ballpark
    • Coney Island Amusement Park
    • Camp White Oak
    • Space Administration HQ
    • Federal Emergency Bunker
    • Wall Street
    • Liberty Island
    • Pathway Park
    • Stranded Tanker
    • The Tombs
 

Loot

  • General
    • Added all new season 2 weapons/gear to general loot pools
  • Item Power
    • Updated item power distribution to have a better spread between minimum and maximum for all difficulties
    • Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.
  • Difficulty Scaling
    • Regular loot from loot containers in Missions now scale with mission difficulty
    • Targeted loot from loot containers in Missions now scales with mission difficulty
    • Loot containers part of living world activities now scale with global difficulty
  • Targeted loot
    • Increased targeted loot drop chances for all mission and Control Point difficulties
    • Added new season 2 brand to targeted loot rotation
    • Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
  • Named Items
    • Increased named item drop chance in regular Dark Zone loot
    • Increased named item drop chance in targeted loot everywhere
  • Exotics
    • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to targeted loot
    • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to general Exotic loot pools (Heroic/Legendary/Raid/Exotic Cache)
    • Coyote's Mask drop from Coyote no longer has a minimum season level requirement
  • Control Points
    • Removed regular weapon/gear loot containers not scaling with difficulty from Control Points
    • Increased the amount of scaling loot from the big Control Point reward container
  • Legendary
    • Increased NPC loot drop chance for Veterans and Elites on Legendary difficulty
 

Crafting

  • Crafting will now guarantee a higher minimum item power, resulting in higher overall stat rolls. An increased maximum item power also allows for better crafted items than before. The added weighting between the minimum and maximum power results in a more balanced average outcome for crafted and reconfigured items
  • Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant
 

Vendors

  • Added Named Items to both Open World and Dark Zone vendors
  • Increased prices for Named Items
  • Increased item power for all vendors
  • Vendors no longer sell Superior quality items at maximum level
 

SHD Levels

  • Added Field Proficiency cache to SHD level-up after reaching the maximum season level
  • Increased crafting material rewards for spending SHD level points in the Scavenging category
 

Conflict

  • Added Season/SHD experience gain on Conflict level-up
 

Rogue Agent Encounters

  • Every Rogue Agent killed will now drop loot
  • Rogue Agent encounters no longer occur during time trials
 

Control Point Officers

  • Players revived by a Control Point Officer will now have 80% of their armor restored (Previously 0%)
  • Reduced the likelihood of Control Point Officers being downed in combat
 

Bounties

  • Bounties acquired by speaking to characters in the open world will always be set to the difficulty at time of acquisition or higher.
  • This affects the Snitch and civilians rescued during the Public Execution or Rescue Living World Activities.
  • Scheduled bounties, such as daily and clan bounties, are unaffected.
Developer comment: Bounties acquired in the open world should always provide challenge and loot appropriate to the world they were acquired in. Upping your global difficulty now has the added benefit of improving all bounties you acquire within it.
 

Projects

  • New Season Pass Holder Project Slot.
    • Season Pass holders now have access to an exclusive daily mission which provides a large bonus to XP.
  • Weekly SHD Requisition Project Slot
    • Endgame players at World Tier 5 and Level 40 now have a weekly supplies donation project which rewards them with an exotic cache. (For World Tier 5 players, this replaces the previous daily SHD Requisition project.)
  • Legendary Mission Project
    • After TU10, completing any legendary mission will grant you the Weekly Legendary Mission project slot.
    • Completing the designated legendary mission will reward you with an exotic cache.
Developer comment: With the addition of "re-rolls" to exotics available through crafting, we created the new Weekly projects to provide a reliable supply of exotic components or exotic items.
 

RPG Balance

 

Incoming Repairs

  • Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects.
Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice.
 

Weapon Handling

  • 1% Weapon Handling now gives 1% Weapon Accuracy, Stability, Reload Speed, and Swap Speed, up from 0.25%.
  • Reduced the maximum amount of Weapon Handling rolled on gear by 6%, to a maximum of 8% at level 40.
Developer comment: In the current meta, Weapon Handling on gear is considered a dead stat with no significant benefit. In TU10, equipping a piece of gear with +8% Weapon Handling will now give you:
  • +8% Accuracy
  • +8% Stability
  • +8% Swap Speed
  • +8% Reload Speed
This should hopefully make Weapon Handling a strong complimentary attribute for players looking to increase their overall accuracy/stability (bloom + recoil) and/or reload/swap speed. Making the % amount of Weapon Accuracy/Stability/Swap Speed/Reload Speed gained from Weapon Handling 1:1 will also remove another element of arcane knowledge from the game and reduce the need for additional mental math when determining whether the bonus is an upgrade or not.
 

Talent Changes:

  • Leadership: Bonus Armor increased to 15% from 12%
  • Spike: Skill Damage Duration increased to 15s from 8s
  • Reformation: Skill Repair Duration increased to 15s from 8s
  • Creeping Death: No Longer goes on cooldown if there are no valid nearby enemies to apply a status effect to. Status effects applied now properly copy the source status effect’s damage and duration.
 

PvP

  • Global Damage Modifiers
    • Reduced all PvP weapon damage by -20%
  • Additional Damage Modifiers
    • Increased MMR PvP weapon damage by 12.5%
    • Reduced Assault Rifle PvP weapon damage by -15%
    • Reduced Shotgun PvP damage by -12.5%
    • Reduced SMG PvP damage by -10%
    • Reduced Pistol PvP damage by -10%
    • Reduced Rifle PvP damage by -5%
 
_Developer comment: With TU10, there have been significant buffs made to the base damage of assault rifles, SMGs, and shotguns in particular. In order to prevent those weapons from becoming overly powerful in PvP, we’ve had to lower their PvP damage modifiers to compensate.
Note: Assault rifles are still tuned to be 10% stronger than normal in PvP in order to compensate for their innate Damage to Health bonus being less useful against other players when compared to other weapon archetypes._
 
  • Specific Damage Modifiers
    • Increased Double Barrel Shotgun PvP damage by 16.6%
    • Reduced Pestilence PvP damage by -10%
    • Reduced Classic M1A damage by -5%
  • Exotic Modifiers
    • Merciless/Ruthless: “Binary Trigger” amplified weapon damage and explosion damage reduced by -50% in PvP
    • Dodge City Gunslinger’s Holster: “Quick Draw” damage bonus gained per stack in PvP lowered from +2% to +1%
      • Stacks gained per second in PvP now match the PvE value (0.5s to 0.3s)
    • Imperial Dynasty:
      • No longer automatically applies burn status effect to the nearest enemy in range.
      • Now requires maintaining range and LOS (line-of-sight) for 3 seconds between the holster bearer and nearest enemy before applying the burn status effect.
      • Added visual UI feedback to reveal the radius of effect in PvP and an indicator for LOS between the holster bearer and nearest enemy.
Developer comment: This should help address the lack of contextual feedback in PvP, and add a much needed window of opportunity for counterplay, or potential to avoid the incoming effect entirely.
 
  • * Pestilence * Plague of the Outcast damage-over-time effect no longer triggers True Patriot’s white debuff armor repair effect. (PvP and PvE)
Developer comment: While we like to embrace emergent or unintended mechanics when the end result is unique and fun gameplay, True Patriot’s white debuff explicitly states it requires shooting the debuffed target in order to receive the armor repair effect. Pestilence’s DoT managed to bypass this restriction, making it and True Patriot (especially when combined with Incoming Repairs) scale to disproportionate levels of power when used together.
 
  • Gear Set Modifiers
    • Negotiator’s Dilemma
      • Reduced the range at which marked targets can damage each other when critically hit to 15m (PvP only).
      • Added visual UI feedback when in range of another marked target.
  • Talent Modifiers
    • Efficient: Reduced specialization armor kit bonus from 100% to 50%
    • Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25%
    • Vanguard: Reduced the duration of shield invulnerability from 5s to 2s
      • Note: UI will still show the old duration, but will be fixed in a later update.
    Specialization Modifiers * Firewall * Extracellular Matrix Mesh armor kit regen strength reduced by -50%, from 200% to 150%
  • Skill Modifiers
    • Pulse now correctly reveals and highlights all players in the DZ, not just hostiles/rogues
    • Increased Striker Drone damage by 30%
    • Increased Assault Turret damage by 55%
    • Reduced Firestarter Chem Launcher PvP damage by -20%
    • Reduced Bleed damage from Stinger Hive, Mortar Turret and Explosive Seeker Mine by 75%
    • Increased Stinger Hive damage by 20%, scaling up to 55% at skill tier 6
 
Developer commentary: We want dedicated skill builds to have multiple, powerful defensive tools for area denial/control. However, the strength of bleed effects meant being hit by just 1 stinger drone, mortar, or seeker mine was nearly a death sentence for most builds. The stinger hive should now better punish players who remain within its area of effect, rather than needing to rely entirely on the excessive damage of a single bleed DoT, while allowing the hive’s drone damage to scale higher for dedicated skill builds.
 

Weapon Balance

 

Assault Rifles

  • AK-M – 15.8% damage increase
  • F2000 – 14.3% damage increase
  • Military AK-M – 13.2% damage increase
  • Black Market AK-M – 13.2% damage increase
  • FAL – 12.0% damage increase
  • FAL SA-58 – 12.0% damage increase
  • FAL SA-58 Para – 12.0% damage increase
  • SOCOM Mk 16 – 11.4% damage increase
  • Tactical Mk 16 – 11.4% damage increase
  • Mk 16 – 11.4% damage increase
  • AUG A3-CQC – 11.2% damage increase
  • Honey Badger – 10.9% damage increase
  • FAMAS 2010 – 10.6% damage increase
  • ACR – 9.7% damage increase
  • ACR-E – 9.7% damage increase
  • Military G36 – 9.5% damage increase
  • G36 C – 9.5% damage increase
  • G36 Enhanced – 9.5% damage increase
  • Carbine 7 – 8.7 % damage increase
  • Military P416 – 7.4% damage increase
  • Custom P416 G3 - 7.4% damage increase
  • Police M4 – 6.8% damage increase
  • CTAR 21 – 8.6% damage increase
 

LMG

  • Classic M60 – 12.5% damage increase
  • Classic RPK-74 – 12.4% damage increase
  • Military RPK-74 M – 12.4% damage increase
  • Black Market RPK-74 E – 12.4% damage increase
  • Military M60 E4 – 9.2% damage increase
  • Black Market M60 E6 – 9.2% damage increase
  • Military L86 LSW – 8.5% damage increase
  • Custom L86 A2 – 8.5% damage increase
  • IWI NEGEV – 2.6% damage increase
  • Stoner LMG – 2.0% damage increase
  • M249 B – No changes
  • Tactical M249 Para – No changes
  • Military MK46 – No changes
  • MG5 – No changes
  • Infantry MG5 – 3.2% damage decrease
 

MMR

  • Model 700 – 14.9% damage increase
  • Hunting M44 – 13.5% damage increase
  • Classic M44 Carbine – 12.5% damage increase
  • G28 – 11.4% damage increase
  • SOCOM Mk20 SSR – 9.3% damage increase
  • SR-1 - 8.6% damage increase
  • Custom M44 – 8.1% damage increase
  • M700 Tactical – 8.1% damage increase
  • M700 Carbon – 8.1% damage increase
  • Covert SRS – 6.0% damage increase
  • SRS A1 – 6.0% damage increase
  • Surplus SVD – 2.9% damage decrease
  • Paratrooper SVD – 2.9% damage decrease
 

Rifles

  • UIC15 MOD – 21.6% damage increase
  • 1886 – 21.3% damage increase
  • LVOA-C – 12.1% damage increase
  • M1A CQB – 10.7% damage increase
  • Lightweight M4 – 10.5% damage increase
  • G 716 CQB – 8.7% damage increase
  • SIG 716 – 6.7% damage increase
  • ACR SS – 3.7% damage increase
  • SOCOM M1A – No changes
  • M16A2 – No changes
  • USC .45 ACP - 2.8% damage decrease
  • Urban MDR – 5.5% damage decrease
  • Military Mk17 – 11.8% damage decrease
  • Police Mk17 - 11.8% damage decrease
  • Classic M1A - 12.6% damage decrease
 

SMG

  • Tommy Gun – 38.8% damage increase
  • PP-19 – 29.6% damage increase
  • Enhanced PP-19 – 29.6% damage increase
  • MP7 – 27.5% damage increase
  • MPX – 17.7% damage increase
  • M1928 – 20.0% damage increase
  • P90 – 15.6% damage increase
  • Converted SMG-9 – 15.8% damage increase
  • Black Market T821 – 15.4% damage increase
  • Police T821 – 15.4% damage increase
  • Vector SBR .45 ACP – 14.7% damage increase
  • CMMG Banshee – 12.5% damage increase
  • Police UMP-45 – 12.0% damage increase
  • Tactical UMP-45 – 12.0% damage increase
  • AUG A3 Para XS – 11.8% damage increase
  • Enhanced AUG A3P – 11.8 % damage increase
  • Tactical AUG A3P – 11.8% damage increase
  • Converted SMG-9 A2 – 11.6% damage increase
  • MP5A2 – 10.0% damage increase
  • MP5-N – 10.0% damage increase
  • MP5 ST – 10.0% damage increase
  • Tactical Vector SBR 9mm – 5.9% damage increase
 

Shotguns

  • M870 Express – 23.3% damage increase
  • Military M870 – 23.3% damage increase
  • Custom M870 MCS – 23.3% damage increase
  • Super 90 – 23.2% damage increase
  • Marine Super 90 – 23.2% damage increase
  • Tactical Super 90 SBS – 23.2% damage increase
  • SASG-12 – 21.3% damage increase
  • Tactical SASG-12 K – 21.3% damage increase
  • Black Market SASG-12 S – 21.3% damage increase
  • SPAS-12 – 18.6% damage increase
  • KSG Shotgun – 9.0% damage increase
 

Sidearms

  • Double Barrel Sawed Off Shotgun – Optimal Range reduced to 8m from 11m
  • 586 Magnum – 68.8% damage increase
  • Police 686 Magnum – 68.8% damage increase
  • Maxim 9 - 23.5% damage increase
  • D50 – 17.5% damage increase
  • First Wave PF45 – 13.5% damage increase
  • Custom PF45 – 9.7% damage increase
  • Military M9 – 8.7% damage increase
  • 93R - 7.7% damage increase
  • Snubnosed Diceros – 6.5% damage increase
  • Officer's M9 A1 – 6.3% damage increase
  • Diceros – 5.9% damage increase
  • M45A1 – 9.5% damage decrease
  • Tactical M1911 – 9.5% damage decrease
  • M1911 – 7.3% damage decrease
 

Exotics Changes

Developer comment: Along with the buffs to weapon damage, TU10's significant buff to weapon handling meant some exotic weapon mods no longer made sense or resulted in over tuned performance that no longer fit with the original design. We also took this opportunity to make improvements to underperforming exotic
 
The Bighorn
  • Damage increased by +11.2%
  • Increased optimal range from 27m to 40m
  • Optics mod bonus increased from +0% to +30% Headshot Damage
  • Magazine mod bonus changed from +7% Headshot Damage to +10% Reload Speed
  • Added functionality that provides additional headshot damage, full talent is now:
    • When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
    • (New) Headshots grant +2% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks.
 
Eagle Bearer
  • Damage increased by +7.8%
  • Underbarrel mod bonus changed from +10% Stability to +10% Weapon Handling
 
Chameleon
  • Damage increased by +32.8%
  • Optics mod bonus changed from +15% Accuracy to +15% Critical Hit Chance
  • Muzzle mod bonus changed from +5% Critical Hit Chance to +20% Accuracy
  • Underbarrel mod bonus changed from +10% Critical Hit Chance to +10% Stability
  • Optimal range increased by 33.3%, from 15m to 20m
  • Long range effectiveness increased by 19%, from 42m to 50m
  • Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now:
    • Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s.
    • Hitting 75 body-shots grant +90% weapon damage for 45s.
    • Hitting 30 leg-shots grant +150% reload speed for 45s.
    • (New) Buffs refresh when out of combat.
 
Bullet King
  • Damage increased by +2.6%
 
Nemesis
  • Damage increased by +11.1%
  • Optics mod bonus increased from +35% to +45% Headshot Damage
  • Underbarrel mod bonus reduced from +15% to +5% Weapon Handling
 
Liberty
  • Optics mod bonus changed from +5% Critical Hit Chance to +5% Headshot Damage
  • Muzzle mod bonus changed from +15% Stability to +5% Critical Hit Chance
  • Magazine mod bonus changed from +15% Reload Speed to +15% Weapon Handling
  • Added functionality to provide extra damage if you're trying to keep stacks, full talent is now:
    • (New) Hits grant +2% weapon damage. Stacks up to 30.
    • Headshots consume all stacks, repairing your shield for 3% per stack.
  • No longer highlights enemy weakpoints when aiming.
 
Merciless/Ruthless
  • Damage increased by +12.5%
  • Muzzle mod bonus reduced from +20% to +10% Stability
  • Underbarrel mod bonus reduced from +20% to +10% Weapon Handling
  • Magazine mod bonus reduced from +15% to +10% Reload Speed
  • Added functionality to provide extra non-explosive damage as well, full talent is now:
    • This weapon fires on trigger pull and release.
    • If both bullets hit the same enemy, gain a stack.
    • (New) At 7 stacks, shooting an enemy deals 500% amplified damage and creates a 7m explosion dealing 500% weapon damage, consuming the stacks.
 
Developer Comment: Merciless was previously balanced for its very unwieldy handling and compensated with very high burst damage. With access to much higher accuracy and stability, Binary Trigger’s explosion strength has been toned down.
 
Diamondback
  • Damage increased by +7.7%
  • Text updated to clarify a new target isn’t marked until after the 5s buff.
 
Lullaby/Sweet Dreams
  • Damage increased by +11.0%
 
Lady Death
  • Damage increased by +18.9%
  • Optics mod bonus increased from +5% to +10% Critical Hit Chance
  • Muzzle mod bonus changed from +5% Critical Hit Chance to +5% Critical Hit Damage
  • Underbarrel mod changed from +5% Critical Hit Damage to +500% Melee Damage
  • Breathe Free: Lowered the amount of maximum stacks from 40 to 32, and increased the damage amplification per stack from 60% to 75%
 
The Chatterbox
  • Damage increased by +16.7%
  • Optics mod bonus increased from +5% to +15% Critical Hit Chance
  • Muzzle mod bonus changed from +10% Critical Hit Chance to +5% Critical Hit Damage
  • Underbarrel mod bonus reduced from +15% to +10% Weapon Handling
  • Magazine mod bonus changed from +10% Reload Speed to +10 Rounds
  • Magazine base capacity reduced from 60 to 50
 
Pestilence
  • Muzzle mod bonus changed from +10% Stability to +10% Accuracy
  • Underbarrel mod bonus changed from +10% Weapon Handling to +10% Stability
 
NinjaBike Messenger Kneepads
  • Added functionality to add bonus armor, full talent is now:
    • (New) Performing a cover to cover or vaulting reloads your drawn weapon and grants +25% bonus armor for 5s.
 
Dodge City Gunslinger Holster
  • Added functionality that makes your hit do headshot damage, full talent is now:
    • While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack.
    • (New) This deals headshot damage to anywhere you hit.
 
BTSU Datagloves
  • Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6
  • Added functionality to provide hive skill haste, full talent is now:
    • (New) Grants +15% Hive skill haste per skill tier.
    • (Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies.
    • Allies receiving this effect are unable to benefit from it again for 120s.
 
Sawyer's Kneeguards
  • Added functionality to continue to provide damage bonus move for a short duration, full talent is now:
    • Cannot be staggered by explosions.
    • Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving.
    • (New) All stacks lost 10s after moving.
 

Gear Set Changes

Hard Wired
  • Feedback Loop no longer fully refreshes the cooldown of a skill, but instead reduces it by up to 30s
 
Ongoing Directive
  • Main Talent
    • Hollow-Point Ammo is no longer dropped on kill, and instead automatically added to your active weapon when killing status afflicted enemies
    • Backpack Talent (New)
  • “Trauma Specialist”
    • Increases the duration of your bleed status effects by 50% and all bleed damage done by 100%
    • Increased 3-piece Reload Speed bonus from +20% to +30%
 
Tip of the Spear
  • Main Talent (PVE)
    • Aggressive Recon's weapon damage buff is now gained when dealing specialization weapon damage, instead of on specialization weapon kill
  • Main Talent (PVP)
    • Aggressive Recon's weapon damage buff is now gained when dealing grenade damage, instead of on grenade kill
  • Backpack Talent (New)
    • “Signature Moves”
    • Increases specialization weapon damage by 20%, and doubles the amount of specialization ammo generated by Aggressive Recon
 
Aces and Eights
  • Main Talent
    • "Poker Face" backpack talent is now a baseline effect:
    • Flip an additional card on headshots
  • Backpack Talent (New)
    • “Ace in the Sleeve”
    • Amplifies 1 extra shot when revealing your hand
    • 3-piece Headshot Damage bonus is now additive, rather than multiplicative
    • Increased 3-piece Headshot Damage bonus from +20% to +30%
 
System Corruption
  • Main Talent
    • Now repairs 20% of your armor in addition to granting 50% bonus armor
    • Increases total weapon damage by 1% per 5% bonus armor gained, up to 20%
 
Striker’s Battlegear
  • Main Talent
    • Reduced the number of stacks lost on missed shots from 3 to 2
  • Backpack Talent
    • No longer reduces number of stacks lost on missed shots
    • (New) Increases total weapon damage gained per stack of Striker's Gamble from 0.5% to 0.65%.
 
Negotiators Dilemma
  • Damage transfers on the initial bullet that marks a new target
 
Hard Wired
  • Increased 3-piece Repair Skills bonus from +15% to +30%
 
Brand Set Changes Alps Summit Armament
  • Increased 1-piece Repair Skills bonus from +15% to +20%
 
Murakami Industries
  • Increased 2-piece Repair Skills bonus from +15% to +20%
 
Richter & Kaiser
  • Increased 3-piece Repair Skills bonus from +15% to +20%
  • Incoming Repairs brand set bonus increased from +15% to +20%
 
Providence Defense
  • Increased 1-piece Headshot Damage bonus from +10% to +15%
 
Airaldi Holdings
  • Increased 2-piece Headshot Damage bonus from +10% to +15%
 
Grupo Sombra S.A
  • Increased 3-piece Headshot Damage bonus from +10% to +15%
 
Overlord Armaments
  • Increased 2-piece Accuracy bonus from +10% to +20%
 
Douglas & Harding
  • Increased 2-piece Stability bonus from +10% to +20%
  • Increased 3-piece Accuracy bonus from +10% to +20%
 
Fenris Group AB
  • Increased 2-piece Reload Speed bonus from +10% to +20%
  • Increased 3-piece Stability bonus from +10% to +20%
 

Specialization Changes

  • Gunner specialization's Emplacement talent Weapon Handling bonus reduced from +15% to +10%
    • Note: The UI will incorrectly say it still adds +15% Weapon Handling. This will be fixed in a future update.
 

Skill Changes

UI
  • Stinger Hive, Mortar Turret, and Explosive Seeker Mine now display its Bleed Damage and Duration
 
Seeker Mine
  • Cluster Seeker Mine targeting accuracy improved
Developer comment: The Cluster Seeker Mine is not intended to be as accurate as the Explosive variant. Once it is a certain distance from its target it locks the location it is aiming for and continues towards that regardless of where its original target agent has since moved to. This "bullcharge" behavior reflects the mini-mines' less advanced technology and balances the skill mod's effectiveness. This said, we have noticed that the Cluster Seeker's accuracy has been a source of frustration so we've shortened the distance until it activates its "bullcharge" and adjusted when it decides to explode. These adjustments should make the Cluster Seeker feel more accurate, but these are measured steps as we do not want the skill to return to its OP TU7-state.
 
Hive
  • Stinger Hive base damage reduced -20%
  • Stinger Hive damage bonus per skill tier increased from +10% to +20%
Developer comment: In order to make investing in skill tiers have a greater impact on the Stinger Hive's damage, we slightly reduced base drone damage, while doubling the amount of damage gained with each skill tier. These changes will result in a net buff for dedicated skill builds, with a 10% increase in Stinger Hive drone damage at skill tier 6.
  • Restorer hive gains +5% drone flight speed per skill tier
Developer comment: Increases to the Restorer Hive's radius had the unfortunate effect of increasing the time it took for repair drones to reach their target the further they were from the hive. Increasing drone flight speed with each skill tier should help offset that somewhat counter-intuitive behavior when taking advantage of the increased area of effect, and make the Restorer Hive a more reliable tool for healers.
 
Chem Launcher
  • Riot Foam Chem Launcher ensnare duration bonus per skill tier reduced from +20% to +10%
  • Reinforcer Chem Launcher: UI has been updated to clarify that the initial heal only affects allies and not the Skill user. The functionality has not changed.
 
Firefly
  • Blinder Firefly blind duration bonus per skill tier reduced from +20% to +10%
  • Blinder Firefly base blind duration reduced from 6s to 5s
 
Pulse
  • Banshee Pulse cooldown increased from 20s to 30s
  • Banshee Pulse base confuse duration reduced from 5s to 4s
  • Jammer Pulse base disrupt duration reduced from 4s to 3s
 
Shock Trap
  • Shock Trap base shock duration reduced from 5s to 3s (PvP duration remains unchanged)
  • Shock Trap base radius increased from 2m to 2.5m
  • When the active duration ends, its cooldown is refunded an equal number of seconds that it was active.
 

Further Bugfixes:

=> Source
submitted by JokerUnique to thedivision [link] [comments]

Not a question, this is a write-up for any trans girls living in Auckland, New Zealand since when I was looking online last year I couldn't find any info

(EDIT: I AM STILL ACTIVE & ABLE TO ANSWER QUESTIONS. I know a shit-ton more than I did 5 months ago and if I don't know something I can ask on the Gender Bridge or Trans and Intersex NZ FB groups for you. idk if this post is archived but you can DM me and I'll respond & then add it to this post)
(Update 25 July 2020: Lena's HRT got through customs - only two people incl. me have ordered so far and both got through today - took 2 months. Payment is via sendmoney24.com)
(Update 26 July 2020: I got progesterone, scroll down for details)
so this is my experience, with as many details I can remember. i am a binary(ish?) trans woman, so obviously my experience will be different but they're apparently really good with gender diverse & non-binary folks too. I was also over 18 when I realised I was trans so if you're younger it's probably going to be very different.
anyway this is where I'm at right now. I'm planning on switching to progynova, taking 4mg divided up through the day to start off with, and switching to a private provider. list here: https://genderminorities.com/database/medical-surgical/transgender-healthcare-providers/
on the off chance someone else living in nz looks up what the process for hrt is like in new zealand i hope this helped & i can answer any other questions
edit: 15 june update with info I've collected together
Progynova dose: I've been on progynova for like...4 months now. Got my dose increased to 6mg instead of 4 with absolutely no issue, didn't have to pay anything. Since I was also on boron it was more like 9mg? or 10mg? Dr Oliphant wrote a paper on trans healthcare that suggested going above this is unnecessary so I'm imagining I'll get resistance if I try to push the dose higher, but I'm planning on asking since there's no harm.
Switching to sublingual: I switched to sublingual 5 days ago (and I should've done it earlier, my boobs were stuck at tanner 3.5 for a while). 1mg at 8am, 12pm, 4pm, 7pm, then oral at 10pm since I cbf. Someone recommended to crush them into powder but I found that unnecessary. Split them in two and it takes five. Pill cutters from Aliexpress are less than $4, they're a life-saver. Once you suck off the coating, they dissolve completely under your tongue in 14 minutes. The first time I did it, I swallowed a lot but it was a learnable skill and the longer you avoid swallowing the easier it becomes, what I do now is: swill water around in my mouth for 30 seconds to stop saliva production, don't put anything in and try to stop swallowing reflexively for 2-3 mins which means you'll get the reflexive swallowing over and done with, and then put the pill in and start doing ocused in-out deep breathing (I'm sure there are more tips, look up "how to stop reflexive swallow"). Since I got diagnosed with ADHD ritalin has made this 100x easier for some reason, could be partly salivation inhibition as a side effect, could be better focus and self-control. Maybe neurotypical people find this whole thing much easier.
Overall changes: Okay I'm getting
Boron: Obviously this is still experimental blah blah blah etc. etc., I got boron from iHerb like 4 months ago, I compared around 5-6 different sites with different shipping policies and a LOT of different brands and the cheapest per unit was [this](Now Foods, Boron, 3 mg, 250 Capsules) at 7.7c/capsule, realistically 23c a day (9mg was the point at which I got really noticeable breast tenderness w/o changing my e dose at all), currently it's Source Naturals Triple Boron since the other one is out of stock. I considered buying boron from Alibaba (USD$23/kg) which is literally a thousand times cheaper but that requires talking to people and negotiating and shit. Maybe a long-term option. If it goes well I will list the supplier I ordered from. EDIT: so according to this post, boron doesn't do much unless you're taking a lot of e already. check out their chart
Progesterone: So I'm on the Genderbridge FB group (really should've joined ages ago) and there are at least two people who have managed to get utrogestan prescriptions from their GPs. A few more with progesterone creams. My GP said go to the specialists and the clinic said no. So I'm going to find someone else and if that's not possible I'll try get progesterone creams since amazon4health says 90% of unauthorised pills get caught. Not sure about vials.
UPDATE ON PROGESTERONE: Oneroa Accident and medical ctr gives out progesterone. Make sure to speak to Dr Michael karetai or Dr Isla Karetai or Dr Margaret Karetai. They do phone consultations, $70 if you're not registered and you're over 18, details on their site, much lower if you have a community services card.
Further update: Dr Margaret Karetai is the absolute best. If you have done the research, then she will trust you. Be clear about exactly what you want. She is very nice and I got utrogestan 200mg and bicalutamide 50mg!!!!!!!!!!
Note: pharmacy costs vary a lot, ask for your utrogestan prescription to be faxed to your nearest Chemist Warehouse (cheapest option) since it's not subsidised. The cost is here: https://www.chemistwarehouse.co.nz/CWH/media/Documents/CWNZPrescriptionPricelistNov2019.pdf right now it's $24.99 for a pack of 30 100mg pills. If you're doing Dr Powers' 200mg regimen this comes out to $600 a year. Kind of steep but this is what I'm doing until I've finished negotiating with Alibaba suppliers and getting the powder tested at a harm reduction place (forgot what it's called.)
If I find a good Chinese supplier, I will do a full write-up as another post, with instructions and prices & link it here.
DIY options
  1. According to Amazon4Health, 90% of pills don't get through Customs.
  2. You can get estrogen implants now, imported from Adelaide, there's at least one GP who does them. Ask on one of the trans FB groups. Comment for more details.
  3. You can get injections legit if you have a letter from your GP. Comment if you're interested, I can give you the whole procedure.
  4. The two non-prescription EV sources I've interacted with that ship to NZ are Lena and otokonoko. Otokonoko is pricier but their shipping is faster and they do refunds if it doesn't get through customs. However, they seem to only take bitcoin & other crypto at the moment which is tough since NZ's regulations make it difficult to get bitcoin, none of the major markets allow NZ. Might have changed since I last tried 6 months ago, though. DM me your results so I can add them here & expand our pool of collective knowledge
Regarding SRS and other surgeries
Regarding electrolysis and laser
submitted by slogancontagion to AskMtFHRT [link] [comments]

Some collected advice/tips/answered questions from a recent CS alum

I recently decided I was going to switch the account I use to comment on this subreddit. In the process, I've gone and deleted everything I'd written about BU on my old account. But it seemed a shame to have all that stuff -- questions answered, tips given, etc. lost forever. With the semester starting up soon and freshmen descending on campus, I figured it'd be a good time to collect the useful bits (lightly edited) into one mega post here.
It's mostly CS major related stuff, but I've tried to separate out the universally applicable parts at the top. It is a lot. I've tried to update minor things in italics if they have since changed. If you have any additional questions I might be able to answer (especially about the CS major), I'm happy to answer in comments or via PM/chat.
(For background, I was a CS major at BU, graduating this past May, and I did the BA/MS program.)
Universally applicable
How easy is it to find tutors/how helpful is the career office?
It varies a lot per department/major. I was CS, and I was presented with ample opportunities to network and get an internship via career days, professor networks, etc -- and all those resources were through the CS department or clubs. I never once used the official career office.
In all likelihood, my experience is unique to the CS major. A business student would likely have a very different set of resources; likewise with COM or CFA, or even different majors in CAS.
You shouldn't be afraid to ask specifics about your own major -- people with relevant experience will probably chime in.
How does the meal plan loophole work?
Also referred to as the 330 -> 250 "hack". For newcomers or those out of the loop, here's some info:
The 330 and 250 plans both have a fixed number of meals and dining points. Both cost the same, but the 330 has fewer dining points than the 250 (which makes sense, since you have more dining hall swipes).
There is an undocumented (but very popular among those who know about it) loophole you can use to effectively "convert" some of the meals on your dining plan into extra dining points. It's perfectly legal -- you aren't "exploiting the system" or anything, at least to my knowledge -- you're just getting your value in a different way (some of your meals are being converted into their dining point-equivalent value). People like this because dining points can be used at more places around campus like the GSU (food court with places like Panda Express), Late Night, and the West Campus market.
Here's the way it works (it's pretty simple):
Once done, you'll find that, with no extra charge, you'll end up with an absurd amount of dining points -- usually over 1000 to spend through the spring semester. (For comparison, the largest amount you can get on a standard plan is something like 800, and that's spread out over the whole year.) It's usually enough that you don't ever have to visit the dining halls at all during the spring semester if you don't want to. (Though you will still have 125 swipes for that semester regardless of whether you choose to use them or not.)
There are a few things to keep in mind with this:
If anyone is, for some reason, curious how this works in terms of actual numbers, here's how I understand it:
Meals on the 330 and 250 plans are split halfway between semesters. For example, if you're on the 250 plan, you have an allowance of 125 meals for the fall and 125 for the spring. If you're on the 330 plan, you have 165 meals per semester.
When you switch from 330 to 250, the per-semester allowance needs to go down from whatever you currently have to 125 (for the 250 plan). That means 40 meals (the difference between 165 and 125), plus whatever meals you didn't use from the last semester's allowance of 165, automatically get converted to dining points at a rate of $10 (possibly more, can't remember exactly) per meal. This means, in addition to the larger amount of dining points you get from switching to 250, you also get at least 400 more dining points on top of it. Usually, this yields at least 1000, though I've seen far higher than that.
Computer Science specific
What's the first CS class I should take?
CS111. It's a great introduction to programming in Python (a good beginner language) and computer science overall; it tries to cover the basics of a lot of different sub-topics like low-level programming, logic, and algorithms. It counts for both the major and minor and is usually the first thing people take. If you're considering a major, it's a great jumping off point--highly recommended and a lot of fun. Plus Sullivan is one of the best professors at BU (but you'll hear me say that about a lot of CS professors 🙂)
How hard is CS112 compared to CS111?
(Author's note: This is a significantly older reply -- about 4 years old -- and I'm not sure I agree with myself anymore. CS112 is not unreasonably difficult, but it is a step up from 111. I think that's what I was trying to convey. Additionally -- I took 112 with Wayne Snyder; different people teach it nowadays, and the curriculum will probably be different. Take this with a grain of salt.)
112 is significantly more difficult, especially later in the semester. You'll start out learning the basics of Java and diving deeper into object-oriented programming. (The OOP you learned in 111 is really only scratching the surface; Python wasn't really designed to be object-oriented, and Java is far more robust in that area.) Later you'll get into data structures like linked lists and hash tables; towards the end of the semester, you'll be doing some really cool projects like an article search engine.
It's really the first class that's representative of the true difficulty of later CS classes--111 is a joke compared to later stuff in the major. If you manage 112 okay, you'll be fine for the rest of the major. In that sense, you could call it a weed-out class, but it's not really the same as like Chem 101. It's a perfectly fair class that not everybody can manage.
Who is the best CS professor you've had at BU?
  • Andrei Lapets -- anything he teaches
  • Sharon Goldberg -- NetSec
  • Mayank Varia -- Applied Crypto
  • Leonid Reyzin -- Intro to Crypto
  • John Byers -- Algorithms
How much programming will I learn? Will I need to do independent learning to ensure I'm up to speed?
CS111/112/210 are the only CS classes where learning programming is the explicit focus of the class, but that doesn't mean that you don't program in other classes--quite the opposite, in fact. With the exception of the really theory-oriented classes like 131 and 330, you can expect to be programming all the time as part of your work. It's just that you're working in the context of applying some theory or algorithm instead of just programming for the sake of learning how to program. You might build something that applies RSA encryption to a message for CS235, or an M/M/1 queuing simulator for CS350, or a simplified machine language compiler in CS320 (all actual examples from those classes). All of those are very substantive programming projects. You certainly don't need to worry about forgetting how to code, that's for sure.
Regarding independent learning: to learn specific platforms like Android or web, you will largely need to take that on yourself. BUCS assumes that you're intelligent enough to figure out "specifics" on your own and instead focuses on teaching you the more abstract theoretical bits that (in my opinion) are much harder to learn outside of an academic environment. Understanding theory allows you to learn things quicker, which is (to me) far, far more valuable than studying some web framework that's going to be irrelevant in six months anyway. With that said, however, we do have a few very practical-skill-oriented classes: CS411 (the software engineering class) is probably the best way to learn web development as part of a class. We have a CS591 that's been going for two semesters now about Android app development. (Author's note: this 591 may have since changed to a permanent numbered class. It's been going on for years at this point.)
You should also look into the CS-oriented clubs. Global App Initiative and Open Web are focused on doing things with mobile and web, respectively, and BUILDS/Women in CS/Make BU do workshops for this kind of stuff all the time. BUILDS and Make BU are great environments for working on a personal project -- BUILDS has a makerspace that's open 24/7, and Make BU hosts weekly hack nights.
Finally--consider getting involved with the hackathon scene. They're a great way to really get your feet wet with something new, plus you'll have something to show off at the end of it. Make BU organizes trips to the big ones around the Boston area (author's note: at least they did in the past... not sure about now), and there are always at least a few smaller hackathons at BU throughout the year (BUILDS/BostonHacks usually hosts Local Hack Day, for example).
Which programming languages are taught at BU?
We don't end up doing a lot of specific language learning in BUCS; I've heard professors say the goal is to provide you the tools and mindset to be able to pick up a language in a few weeks, max.
With that said, the (rough) language breakdown for the CS curriculum at BU is as follows:
  • CS 111: Python (used to be Java)
  • 112: Java
  • 210: C and Assembly
  • 131: none (usually--it's the proofs class, so there's basically no programming, although Lapets gave Python assignments when he taught it)
  • 132: varies depending on professor, but Python is most common (since it's great for data analysis and math)
  • 235: likewise
  • 237: likewise
  • 320: since this is a programming languages course, you'll get exposure to a wide array of languages, but it varies depending on professor. Lapets taught in Python and Haskell, while Xi (who will probably be teaching it from here on out) teaches in ATS, the language he defined as part of his work.
  • 330: depends on professor; Byers specified "any high-level language" which I suppose could mean C++ in theory, but I don't know why you'd want to. (And 330 is Algorithms anyway; programming isn't really the main focus, nor should it be.)
  • 350: Java
That's more or less all the required curriculum classes. The upper-level courses (400+) vary a bit more, especially the 591s as those are project courses.
How easy is it to get recruited or to get an internship?
That's mostly on you and the effort you put into the job hunt. BUCS won't spoonfeed you an internship, but there are ample opportunities to connect with companies through the department (for example, we have our own CS-specific career day), Spark/Hariri Institute, and things like clubs/hackathons. If you take advantage of them, you will find something.
In terms of specific companies? I know a number of people that have gone to the Big Four (Facebook, Google/YouTube, Microsoft, Amazon); Facebook and Google have showed up to CS Day two years running, though I'd say actually getting an offer at one of these is no guarantee. You definitely need to be a very good student and interview well.
Red Hat has a significant presence on campus (they're collaborating with the Hariri Institute on a number of things, and they have an Engineer in Residence at Spark) and they hire quite a lot of BUCS students.
Yelp and Bloomberg do recruiting events with BUILDS every year, and others will usually do similar things (I think MakeBU does stuff with GitHub and Microsoft too, and I think Women in CS does office tours of some Cambridge tech companies like Google)
Both of BU's major hackathons (BostonHacks and TechTogether) will have a huge amount of engineers from many different companies on-site -- great opportunity to connect, you should go to BostonHacks for sure and TechTogether if you're female/femme non-binary
Otherwise, you'll see a lot of one-offs. LinkedIn, Fidelity, VMware, Wayfair, Twitter, Uber, others I'm forgetting -- people go all over. Some go to startups, some try to start their own startups (sometimes with the help of Spark). It runs the gamut.
Though, like I said, it's all on you and what you put into the job hunt. You won't go anywhere without effort on your part.
What is the general vibe in CS?
I think that depends a lot on which "part" you end up getting involved with. The department is enormous now, with somewhere around 800 undergrads -- which means a lot of diversity in terms of attitude, personality, etc. Some people will just show up to class and live the rest of their life outside the department. Others will end up being super involved with the department and extracurriculars -- attending six different CS-related clubs, going to hackathons, TFing a class, etc. A lot end up somewhere in the middle of those two extremes.
Either approach can probably be fine, though personally (as someone who was much closer to the latter) I think it'd be a tremendous waste to attend BUCS and not get involved with the extracurriculars. They really are fantastic here, and the people you'll meet will shape your experience for the better. They were very personable, eager to help, supportive, and generally great people. I think that sentiment kind of extends to the CS department as a whole -- professors were kind, and genuinely made you feel like they cared about your individual success. (I really enjoyed my time here.)
I've also heard polar opposite experiences from mine -- they hated the professors, didn't like the students, didn't feel their experience was worth it, etc. Somehow, I get the feeling those opinions come from people that just showed up to class and didn't do much else. Most of the people I knew that attended clubs/other things had a great time here.
Regarding the Math/CS joint major: 1. Would it be better to major in just one of these subject areas because a joint major might not go as in depth into either field? 2. Would I be able to get a job in computer science with this degree or would I need an actual degree in CS? 3. How demanding is this program?
For 2 (and sort of 1): you'll absolutely be qualified for a job on CS; perhaps more so than pure CS majors, depending on the subfield (quantitative finance, for example, loves joint majors). Even then, you shouldn't be getting a lesser education than most CS majors; you should still have some free rein to take the electives you want in the CS major. If I recall correctly, most of the difference with the joint major (from the CS side) comes down to the mid-level math/theoretical background. You'll take those classes with the Math department instead of CS; all other CS courses remain unchanged. (If I'm mistaken, someone please correct me).
For 3: can't speak for the rigor of the joint major, but I can say that CS is usually challenging but rewarding. It's certainly no cakewalk, and you'll be busy, but the work tends to be interesting (even fun) and the community/your classmates will make things even better. I would imagine the addition of math would make things a bit more difficult, and I can't say I know the workload of those classes, but if you're up for it, it's certainly a great program.
Random stuff that didn't really fit anywhere else, all CS related
  • Certain CS classes may be taught by different professors between semesters, and usually there is a distinct difference in the quality of the class depending on the professor--you may want to postpone or accelerate your schedule based on that. A good example is CS330: one of the most important classes you're going to take as a CS major (you learn everything companies will ask you in an interview in CS330). If you can, you should take it with Byers; he's by far the best person to learn algorithms from compared to others that teach it. (This isn't to say that others are bad; just that Byers is so much better.)
  • It's not entirely necessary to take all the Group B math courses; IMO, you should do at least 132 and 237. That said, if you know you're interested in doing crypto or security, it may be worthwhile to do 235. Then again, I took both 235 and 538, and I felt like if I had gone into 538 without doing 235 I could have made it work. Depends on what kind of student you are though. I say make your decision based on who teaches 235.
  • I consider 558 a must-take class. Sharon Goldberg is awesome.
  • Try and sign up for the CS591s at some point in your time at BU, and don't be afraid to take them early. They aren't necessarily insanely difficult classes.
And that's all I have. I hope this was helpful to someone!
submitted by mbestavros to BostonU [link] [comments]

TALLAHASSEE EVENTS 4/23 – 5/1

Tons of stuff happening this week, so let’s take a look and see what’s fun. Go out and play now before we get hit with 98 degrees and 100% humidity in a few weeks.
There’s another list of all the regular stuff that happens every week, so don’t forget to check for all your karaokes, trivias, and so on. There are also links to all of Tally’s theater options, both stage and independent cinema (from fancy to cult).
HAPPENING THIS WEEK: LGBTQ+ Pride Week. There are events all week, so just check out the list below and go do the gay stuff.
HAPPENING THIS WEEK: 2019 Chain of Parks Art Festival. “Expect to have a first-class, fun-filled outdoor cultural experience at the Chain of Parks Art Festival! View amazing, original and one-of-a-kind works of art in a delightful Southern outdoor setting. Enjoy a wide variety of live entertainment, a host of local food trucks and vendors, and libations served enthusiastically at the W XYZ Bar by Aloft. Saturday Night Concert from 5 PM - 7 PM in the Center Court. Festival runs Saturday and Sunday in the Downtown parks.”
HAPPENING THIS WEEK: Tallahassee Jazz and Blues Festival. “Join the Tallahassee Museum for one of the region’s best two-day jazz, swing, and rhythm and blues music festivals! Dance, relax and enjoy the music, or take part in fun activities on the Big Bend Farm. The Tallahassee Museum outdoor stage area is truly the most gorgeous venue in town, and one of the few places fans can bring their families to hear live music. Plenty of tasty treats and frosty beverages will be available at the cafe and cash bar! Guests are welcome to bring camp chairs and blankets.” Check here for the full schedule. Starts at 11am both Saturday and Sunday.
TUESDAY, 4/23
WEDNESDAY, 4/24
THURSDAY, 4/25
FRIDAY, 4/26
SATURDAY, 4/27
SUNDAY, 4/28
MONDAY, 4/29
TUESDAY, 4/30
WEDNESDAY, 5/1
submitted by clearliquidclearjar to Tallahassee [link] [comments]

Q&As from the Devs - Patch 0.61.0.

For those of you unaware or not using Discord, the devs used it today to answer a lot of our questions regarding this patch (and Duelyst in general).
I'll try to get most of these here:
So by resetting your collection you lose spirit gained from gauntlet. If you've decrafted monthlies you get them back right?
What prompted you to change the amount of cards you get per turn 1 instead of it being 2? Also what about changing the opening hand to 5 cards instead of 3?
  • Reducing the draw to 1 per turn accomplishes many big goals, but from a pure gameplay perspective there are two main features: 1) It alleviates pressure to play 2 cards every turn or lose tempo 2) It increases "value" as a strategic element of Duelyst
What prompted this rules change now, this "late" as it were, in beta? What prompted this change only now?
  • This has been in progress for a while, even if you're all only hearing about it now. Ultimately, we decided to make a change now, rather than have it be "too late" after launch.
  • We have been working on this patch quite some time, but these things take a lot of testing.
You adressed the RNG in the patch notes. Yet Reaper of the 9 moons was left untouched and we will see more big minions now. Making 9 moons even better. My question is.. didnt 9 moons deserve one of the many changes?
  • While we agree wild RNG cards aren't really in the style of Duelyst, we feel like when the cards are thematic and interesting, they have a place in the game. Reaper is a fun card loved by a lot of people (Like GrincherZ streaming with it!) and we hope that cards with post choice randomness (such as Reaper of the 9 moons) are enjoyable without being overbearing
could you please elaborate on the Bloodtear Alchemist changes? it's not quite clear, did you just straight up buff it to 1 mana?
  • Bloodtear now pings off general artifacts, and has a global range (hence the 1 mana cost) but only does 1 damage. Maw "bites" minions who are close to him, hence dealing two damage! We wanted to give some texture and diversity to the basic/common value minions, so they serve difference roles
...
  • I'm going to address a number of questions in a batch. First, talking about "value". Duelyst, as we all know, has a great positioning element (the board) and that in and of itself makes tempo (the number of threats you control and the number of spaces you threaten) into a key tactical resource - Drawing 2 cards a turn puts additional pressure on the tempo side of thing. It's so important to threaten the board that late game play gets squeezed out unless it's utterly ridiculous
I was wondering: why such a dramatic change on Time Maelstrom? I understood when Third Wish was meta-warping, but with the lack of Vetruvian on ladder I was a bit confused.
  • "Take an extra turn" is a pretty powerful effect, and we ultimately decided we weren't comfortable with the kind of impact it was having on the game. Its possible we'll see something like this in the future, but for now, you'll have to just attack twice with Aurora's Tears + Artifacts 😉
so I get the point of drawing only 1 card now, since it puts less pressure on placing multiple small units. but doesn't the increase in beginning hand size kinda counteract that since controlling the board first puts you at a decent advantage? so decks that don't play late game will still flood the board making the opponent's late game deck kinda useless? legit question 'cause i'm no game designer or anywhere near an expert at CCGs and such
  • Controlling the board early means you played more cards than your opponent. In classic control vs. aggro style, if you commit too much to the board early and take control, you open yourself to the risk of getting "outvalued" by an opponent that can turn the tide with fewer cards of higher quality. Traditionally, with 2 cards per turn, it makes it almost impossible to "gas out" by just loading your deck with small cards and ending your curve (effectively) at 4. Now it is not. Late game cards come with much less intrinsic risk attached, and playing an on-curve card turns 5-9 means you don't give up the extra draw as well as tempo. Essentially, you now have to factor in value as a real thing in Duelyst now. It's not the only thing (tempo and board position matter a ton), but now you have another avenue to outplay your opponent. This also has the wonderful side-effect of flattening the power curve a little bit.
Any more upcoming stuff to address eye strain? It's the biggest reason I don't play as much as I'd like to. Font/Coloring kinda screws with me in a bad way if I play too much.
  • We're working on eye strain and other visuals as we speak. You'll notice in the patch notes 61 we're already starting to address that. We will continue to address font/coloring in the upcoming patches.
Are you not concerned that the game might be slowing down too much, now that control decks won't be punished for playing big value creatures, and the two faces of this archetype (Lyonar and Magmar) are untouched for the most part and given effective draws?
  • games don't necessarily slow down as a result of this; since big threats will more often go unanswered, games end sooner as a result. in the case of control mirrors, there is some slowdown, but the 5 card starting hand allows aggressive strategies to punish greedy control .
what happens to the dust you've won in gauntlet? / The dust you get from packs will basically be refunded back into packs though right?
  • dust from gauntlet, if you choose to reset your collection, becomes dust in the wind / no
  • The dust you acquired from disenchanting is lost, but you will open a number of cards as if the orbs were fresh - so in the sense you're implying, you do not lose value.
any reason vind wasn't nerfed instead of some of the less problematic mag cards like harvester and metamorph? same deal with the vanar rush spell
  • Not all changes are strictly balance related, in this case, Vindicator was also looked at but we decided it was the more "exciting" card to play with that made for more dramatic and interesting plays.
Was the world not ready for the Golem meta?
  • don't joke about the golem meta 😉
will there be a preview on how many orbs we would receive if we soft reset?
  • nope. you just have to kinda know
Do you feel like spelljammer and mogwai are too redundant? Repetitive draw mechanics on two different creatures (im not sure if this was asked, but I wasn't around)
  • These cards actually server very different roles now! Spelljammer accelerates the game for both players, whereas Mogwai gives a single card for just you so long as you can keep it alive and keep it moving
but the counterpoint is that in exchange for losing that draw usually, a lot of 6+ cost characters usually have over-curve "finisher" effects as well. Now that the power curve for the lower end of things has been hit by the lack of draw power (and this feeds back into my previous question), doesn't it now by-comparison unbalance the higher end of the spectrum as well? We already had multiple formats where control magmar was dominant, along with some combo songhai, lyonar, vetruvian control and more, and if anything those archetypes got significant buffs not even considering the rule change. How are you going to address that?(edited)
  • The design space for the top end of the mana curve in Duelyst was really small. Cards over cost 5 had to effectively end games right there or not be worth it at all. We believe you'll find this is much less the case now
One of the most unique aspects to Duelyst, aside from the board state, is the fact that two-card-draw and the Replace mechanic existed. This allowed for a sense of card advantage that was quite absent from other games, wherein you could build a lead in the earlygame if you only played 1 costly card per turn. Did you make this change, and overall reduce some of Duelyst's unique-ness, with the hope that you could generate new unique interactions from the extended array of cards now viable, or did you just feel that two-card-draw limited design space too much?
  • Duelyst's number one unique feature is the board. We want to highlight it as much as possible. The two card draw was different from some other card games, but not absolutely integral to highlighting the board. We found that it just put too much pressure on playing cards on the low end of the curve, and restricting the late game cards a lot. We think you'll find that the variance in power level between many cards is lower than before, which means you don't HAVE to end the game with a 5 drop or die. This opens up the card pool in profound ways
can you talk about hand size a little bit? how will the hand size of 6 interact with the goal of making card draw more relevant in the game, and also starting with 5 cards?
  • Giving players a 5 card opening hand means you won't "run out of gas" in the early game. We tested with smaller hand sizes and found that decks without strictly value minions simply could not compete, due to having too few resources (cards) at the start of the game. In terms of having a 6 card hand, we found there wasn't any conflict with having 5 starting cards. Playing cards from your hand tactically is still the right way to play! We also like encouraging players to play out their hands, rather than sitting on them forever
  • In addition, having 5 cards opening allows you to see a bit farther into the future of each individual game, adding a more strategic element
Sorry re-asking cause of time, I currently have 10 unopened orbs, and I am interested in the soft reset, should I open those 10 orbs now, can I leave it there? What should I do to make sure I get the max vaule with the reset?
  • you can open them
  • if you just leave them we don't delete orbs
just to be clear, there will be no dust refunds for changed cards?
  • no dust refunds
we've seen multiple formats not drastically different than the one we used to have where aggro didn't exist as easily because of the power of certain late game control archetypes. It became an arms race between aggro and control, where it was relatively binary in terms of if you hit a certain mana cost, the game was usually decided for one player vs another.
  • control decks will less reliably draw answers as well, it's not that cut and dry as to say they will always survive to that turn
only cards which will be back in our collection will be gauntlet cards and achievement cards (random legendary for certain quests)?
  • any card you earned or got out of spirit orbs comes back. any card you crafted doesn't
not considering some of the draw tools we currently have at the disposal of some of these particular archetypes. Take a look at Lyonar for instance, Aegis Barrier just became a cantrip. Also, some of these decks don't need to dig for once specific high level answer, they can run multiples reliably, also the fact you can open one a lot more reliably in your opening hand allows you to mulligan them away far more easily.
  • those draw tools cost mana and tempo, and are often conditional or have symmetrical effects
why did you guys nerf tracer? how was it a problem
  • We want to encourage players to stand and fight eachother within an effective range for interesting strategical play. We found that without drawing two cards per turn, it was nigh impossible to punish players who simply ran away from engagements, rather than fighting it out. By nerfing tracer, this became a much less powerful strategy.
One of the key aspects to Duelyst that was originally heavily promoted was the fact that games were quick, yet heavily strategic and fun. From your internal testing, have you found that by placing a lesser importance on card draw (leading to an increased value in high cost cards) has made games longer? I can imagine that having five cards in your hand initially makes games more interesting right from the get-go, and feeling like the earlygame is less dominated by your opening RNG certainly seems like a good change, but I'd be curious as to whether the change has extended the average game time, in your estimations.
  • Our internal tests have found game lengths (in terms of pure time) to average around the same as before.
How did you arrive at the new mulligan phase?
  • Lots and lots of testing and math! Seriously though, we wanted to ensure a combination of players 1) having the resources to play a fair game without getting destroyed because they simply didn't draw the right cards. 2) providing lots of variation in the early game from game to game (long gone are the days of turn 2 jaxi every. single. game.) 3) giving players sufficient options in the mulligan phase as to influence the outcome of the game, while still maintaining points 1 and 2
where is the unraked mode? Any prevision when is coming back? thanks!
  • We're not happy with our Unranked Mode in a qualitative sense. We'll have it back up later.
they're not really "theories", they're laws of card games in general, as someone who's played...well...too many to count now honestly. But the idea behind my train of thought is this: Will you be prepared to deal with the fallout of something like that, where the meta game falls apart, not just in the particular scenario I proposed, but in any scenario like that?
  • we're prepared. we've tested this extensively before it went out as well, but we need everyone's help to see if there are more things we didn't catch 😃
Can you give us a little insight into how you imagine the individual factions playing now? It seems like some factions are maintaining their playstyle to a certain extent while others seem to be somewhat losing some of their faction identity, but this is based on a very preliminary view. Or, is this the type of thing you want us to figure out for ourselves?
  • I believe the factions will be even more iconic than before, since we predict a fair number of their formerly unplayed cards find use in the meta 😃 I don't want to go into specific card examples right now, but there are several cards that seemed like they should have been cool that were getting a lot more play in our internal testing environment
Did you playtest Oserix at all in .61? Is he playable with the slower pace?
  • we did play with Oserix, I don't want to tell you how you should play (we'd rather all of you figure it out organically and teach us!) but, I think he's pretty sweet.
What are your thoughts on the role of artifacts in the game? I've noticed cards like Artifact Hunter and Rust Crawler had their stats adjusted, yet no artifact cards were changed. What's the design team's stance on the role of artifacts in the game?
  • Artifacts are powerful value cards, in that they offer up to three "value strikes." Without any tweaking they became better. This is why the adjustments to some of the related cards
In your tests, Hailstone Prison is good as before? Or now is a more situational card? I mean, now is hard to burn a card, right?
  • Try it out for yourself! I think it still found its way into a few of our vanar decks.
  • For questions about "is this card better / worse" -- we've tested it thoroughly, and we want to see what you the community find, and you can teach us which cards are better or worse instead
are you looking to buff some vet cards in the near future? feels kinda underwhelming to be the only faction getting a single change. also how do you like my vetruvian verses?
  • at first glance it seems like vet didn't get any love, but a lot of the core rule changes indirectly affects how each faction plays - you'll find there's a lot more you can do 😃
  • many cards are indirectly buffed simply by the rules change. We think you'll find that especially true with several faction cards
Can we get an ETA on unranked/Sandbox. Really vital for theorycrafting + testing. Please. Someone answer.
  • no ETA
You noted that with more emphasis placed on value and card advantage, artifacts will become more powerful, so what was the reasoning behind giving Rust Crawler vanilla stats? Doesn't this mean there's very little reason not to run it now?
  • You should definitely try out the new Rust Crawler and see how he plays yourself with the changes 😃
Is there a product roadmap for the near future? I know these are huge changes, but what are the next steps? Will you guys take some time to observe the meta and work on UI features or get more into content creation?
  • Everything you described is in the works, pretty much at all times. We're working on every aspect of the game in sync and the moment we have something ready for the community, we'll push it out! We've also posted product roadmap on our previous patch notes with some of the upcoming features and expansions
  • Upcoming card expansion (~60-80 cards), a new play mode (totally unique), more story-related stuff, cutscenes. Plus localization, monthlies, and frequent events with new cards.
If I give Sand Burrower Boundless Courage it will return to my hand? Because I saw there's no more Shield Oracle now, and I believe this interaction is a bit... weird?
  • no, Sand Burrower's effect only triggers when it takes non lethal damage - in the case of 0 damage it just doesn't take any damage and remains on the board
Has anyone addressed the progress on spectator mode (LIVE GAMES) development at all yet? Just wondering..
  • We have a new WATCH feature this patch. As for full spectator mode, that's coming in a bit. Let us know if you like the WATCH feature.
will there be new faction cards or is the expansion mostly battle pets?
  • Upcoming card expansion will definitely have additional faction cards including new spells, artifacts, and faction minions.
are we to expect a Steam release before the upcoming expansion? Wouldn't it feel weird to have an expansion while we're still on beta?
  • Yes, Steam release has been in the works for awhile. You'll see it coming very soon.
What measures has internal testing taken to prevent exclusively aggro or midrange decks from dominating over other deck types (For example... hybrid and control)? Are these changes (card metrics / rules) aimed at creating an environment where more cards are just "solid" and we can play a more diverse range of cards to create win conditions with? I'm curious about changes to Amplification / Phalanxar. Where these metrics changed in regards to edge cases where these cards were more oppressive in those matchups, or were they aimed at a reductionin OTK-specific instances to make games more tempo-oriented, and less anti-fun?
  • our batch of card changes was developed iteratively - in some variations we saw a dominance of one archetype over the other, our final result was what you see in this patch
Can you give us a rough estimate of when Denizens will release? Or is that still a secret?
  • Definitely latter half of THIS year. It's soon.
what do you guys recommend as the criterias for using the soft reset for players that have a decent sized collection (with most meta decks and powerful legendaries, but have spent a good amount of money on the game). Sorry this was asked many times before.
  • If you're unhappy with your collection after the changes, you can soft reset! If you're still happy with your collection, there's no need to. It's ultimately up to you, it's designed for there to be no truly wrong answer.
given that it'll be the latter half of the year are you still planning on two expansions for 2016 or will it be just the one?
  • We want to ensure that's enough spacing between expansions, so if we're a bit late on exp1, then exp2 might be early part of 2017. But we don't want to have them too closely together.
Is there no full refund for the cards that were changed?
  • No individual refund, just the option of a soft collection reset.
How long with the soft reset be available for those who may want to see how the changes are before resetting?
  • You have around 3 weeks (I can verify later). So you have time to weigh whether you wish to do the inventory soft reset. My suggestion is if you're relatively happy with your current collection not to risk rerolling. But it's your call!
  • We don't want anyone to feel like they're "trapped" with their current collection with so many changes. This way, if you're happy with your collection you can keep playing, but if you're unhappy you have an option with all of the changes.
I saw a preview of a cutscene on the facebook page, is that a part of the new end-match screen mentioned in the patch notes?
  • No, these are full cutscenes that are interspersed into our game in key milestone areas. Just like how we're adding story chapter lore, we'll be adding cutscenes as well.
Why wont Grailmaster have Forcefield?
  • Grailmaster's list of keywords is designed around the card, so new keywords aren't necessarily added. Who knows for the future!
Does forcefield reset on the opponents turn? If I attack the sunsteel defender once, will it regain forcefield for celerity on the opponents turn?
  • forcefield will refresh itself at the start of each player's turn - one instance of damage cancels forcefield
Dispel grow on power now, do you think it is healthy stay with dispel the way it works, with so less draw? I mean, now buffing a creature is very dangerous of you losing value (cards). In your tests buff is as powerful as before, or now became very situational?
  • We've tested dispel pretty extensively, and I think you'll find its still perfectly fine to play with. We do encourage you to figure out when/why you'd put dispel effects in your own decks!
Do you think CP will adopt Blizzard's style of development or WotC's. As in planning out sets a couple months in advance or a lot more, respectively
  • The upcoming Denizens of Shim'zar expansion has a lot f very unique and new minion-specific effects. It also takes positioning into greater account. It's taken us a lot more time to build this upcoming expansion because there's nothing really like it (bc we can leverage the board).
  • We plan ahead as far as we can. Once a lot of core features that the community wants is complete, most of our time will be focused on expansions. Effectively speaking, you'll never see a gap in releases (regardless of how far out we plan it).
The expansion is only class cards, or there will be neutral cards as well? I mean, you add so much neutral through the year...
  • Mostly faction-specific cards. But there will definitely be neutrals as well.
So during testing did you guys (the devs) find that 2 drops were much less important with the new mechanics?
  • We found that 2-drops are still important, but not overwhelmingly. You probably can't ignore them completely, but you don't have to build your entire game around them either.
Any word on adding more utility options for the game (such as scaling the battlefield for larger resolutions, suppressing animations/bloom, sticky battelog, default faction emotes, etc?)
  • These are in our backlog, but they take a secondary priority to core features in our roadmap. There's only so much time we have in a week to do everything. But those items are all on the list.
will the sisters be in shimzar or another release?
  • Seven Sisters will be a separate release schedule from Denizens.
What are the thoughts behind divine bond buff?
  • We made sure every faction has powerful tools it can end the game with, and divine bond stood out as a place where we can give Lyonar some aggressive power.
can you guys talk about the new saberspine tiger? It really negates 6-health low attack minions, like obelysk and portal guardian
  • So in general in the old version of Duelyst, tempo was really important. Spending a whole turn to just remove a 3 drop is a lot less powerful now, as you are going to want to develop your board so you can play your more powerful mid to late game cards. 5-7 drops are a lot better now in .61!
how do you guys plan to balance out removal options with strong minions now? I know before with 2 cards per turn drawing answers was more common
  • at first we'll see how the meta shakes out, we did do some testing on this internally and yes there is less of a chance that big threats will be answered. as a result more top-end cards are playable 😃
why doesn't vanar have any full board AOE?
  • From a vision standpoint: Vanar has tempo, stickiness and crazy vespyr synergy. Avalanche as their partial AOE makes them stand out from other factions, and they have to solve AOE problems in a unique way.
How do you all think Vanar will be after the patch?
  • We've worked very hard to ensure every faction has tools to compete at all levels of play. Vanar is no exception to that
Why the idea on no vet changes other than time? and why the change on time trying to push artivet?
  • vet has changed a lot indirectly as a result of the core rule change, you'll find you have a lot more previously unplayable archetypical options in Vet now, and we believe them to be pretty strong
why'd you guys nerf nightsorrow so badly, like I personally felt it was fine, at the very least keep it 3 attack, why nerf it past just the effect?
  • With a little more emphasis on value in Duelyst, Nightsorrow actually caused a lot of problems in testing, warping deck construction around it. We still wanted night sorrow to be a powerful value minion, but we didn't want it to make it so cards like Pandora are unplayable. We decided to change Blood Siren to give Abyssian some more leverage in that regard, such that pairing them together is very strong. (Also zen'rui synergy!)
  • For the sake of mental clarity, we wanted the ability of the card to destroy a minion with power equal or less than it. Makes the card easier to understand for newer players
decreased consistency in the game from the drawing less cards
  • This is a big question, and deserves a big answer. We actually did want to remove a little bit of consistency from Duelyst (only a little bit!). This addresses a major issue we've been having with decks always playing the same way, leading games to feel "samey" (in the words of many from our community. Openings and combos felt a bit too scripted and less exciting. We feel the game is more exciting (and even more tactically rich) when decks are not 100% consistent and require players to adapt from time to time. Don't worry - the game is still much more consistent than others, just not "perfectly so." We believe you'll find it adds a lot to replayability and fun factor in the long run.
I hope this was helpful.
That's all for now, at the time of this thread.
Thank you for doing this Counterplay!
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Golden eSports Dota 2 Weekend Knockout: Week 6!

As of this year, we're now hosting two Dota 2 tournaments every other weekend so that everyone has an option that suits them well. We'll be continuing our regular old Weekend Knockouts but adding a Premium tournament for those who which to increase the stakes. The Premium tournaments will have an entry fee of which 80% will go directly towards the prize pool, so the more teams that participate, the more money there is to make!
In order to enable further development within the teams, we've decided to share the prize pool among the top three finishers, more information regarding the numbers can be found down below. We've also updated the prize of the normal Weekend Knockouts, where the winner will receive a Free Entry to a Premium tournament of his or her chosing. Our belief is that this gives everyone a chance to compete for the gold, just like we want it! The only question is; Are you up for the challenge?
Golden eSports is hosting its sixth weekly tournament open to all teams. As we've opened registration to our premium tournament, we've started out with a maximum of 16 teams per tournament. However, if we get enough signups we're ready to increase it to fit the participating teams. As always, we'll be running all games as best of ones firing off the first round at 18:00 CET // 12:00 EST. All payments will be made within 48 hours so make sure to submit your PayPal information before you leave!
Our ambition with these tournaments, just as with our league, is to offer a reoccurring event to act as a platform for amateur teams as well as casters to practice and improve with added incentive in form of the prize pool. We'll be casting one selected game per round from our studio in Sweden starting at 19:00 CET. All games are open for casters to cast, message us through IRC and we'll assist you in finding the lobbies that you desire.
Golden eSports Dota 2 Weekend Knockout: Week 6
Date: 7th of Febuary, 2015 17:00
Type: Single Elimination
Min. Teams: 8
Max. Teams: 16 (Will be increased if necessary)
Entry Fee: None
Prize Pool: 1x Free Premium Tournament Entry
Binary Beast: Link
Prize Distribution
1st 1x Free Premium Tournament Entry
Schedule
17:00 CET / 11:00 EST - Check-in!
18:00 CET / 12:00 EST - RO16! (Bo1)
19:15 CET / 14:15 EST - Quarter-finals! (Bo1)
20:30 CET / 15:30 EST - Semi-finals! (Bo1)
21:45 CET / 16:45 EST - Final! (Bo1)
Golden eSports Dota 2 Premium Knockout: Week 6
Date: 7th of Febuary, 2015 17:00
Type: Single Elimination
Min. Teams: 8
Max. Teams: 16
Entry Fee: €12,5
Prize Pool: TBD (Maximum €320, read footnote!)
Binary Beast: Link
Prize Distribution
1st 70%
2nd 20%
3rd 10%
Prize Pool: 80% of the entry fees will go directly towards the prize pool where Game for Gold will double the amount, e.g.; if 16 teams sign up the total prize pool will end up at €320. Teams will be confirmed upon received payment. If the minimum amount of teams is not reached, all entry fees will be refunded.
Schedule
17:00 CET / 11:00 EST - Check-in!
18:00 CET / 12:00 EST - RO16! (Bo1)
19:15 CET / 14:15 EST - Quarter-finals! (Bo1)
20:30 CET / 15:30 EST - Semi-finals! (Bo1)
21:45 CET / 16:45 EST - Final! (Bo1)
Previous Winners
Dota 2 Weekend Knockout: Week 45 - fiskestanga - 1500 SEK
Dota 2 Weekend Knockout: Week 47 - fiskestanga - 1500 SEK
Dota 2 Weekend Knockout: Week 49 - 4 Friends + Chrillee - 1500 SEK
Dota 2 Weekend Knockout: Week 52 - Team Alpha - 1500 SEK & 5x Plantronics RIG Headsets
Dota 2 Weekend Knockout: Week 47 - fiskestanga - 1500 SEK
Dota 2 Weekend Knockout: Week 4 - Team Midas - 500 SEK & 1 Free Premium Tournament Entry
If you have any questions or feedback, please post below or contact our administrators through IRC at #GoldeneSports @ QuakeNet, Facebook or Twitter! More information can be found at GoldeneSports.com!
Your Host,
Snith
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BINARY OPTIONS TRADING - Best Binary Options Strategy 2020

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